Localization work (spanish fully covered for now).

Added some new fonts for stuff.
Removal of RNG damage.
Instagib DM implemented through flak_instagib cvar.
Enhanced Shock Rifle spawns can be disabled in DM and replaced with UDamage.
Other things will come soon.
This commit is contained in:
Marisa the Magician 2019-04-13 19:18:07 +02:00
commit 923970898e
984 changed files with 730 additions and 245 deletions

View file

@ -2,8 +2,8 @@ Class PulseAmmo : Ammo
{
Default
{
Tag "Pulse Cell";
Inventory.PickupMessage "You picked up a Pulse Cell.";
Tag "$T_PULSEAMMO";
Inventory.PickupMessage "$I_PULSEAMMO";
Inventory.Amount 25;
Inventory.MaxAmount 200;
Ammo.BackpackAmount 40;
@ -161,7 +161,7 @@ Class PulseBall : Actor
{
Default
{
Obituary "%o ate %k's burning plasma death.";
Obituary "$O_PULSEGUN";
DamageType 'Pulsed';
RenderStyle "Add";
DamageFunction 20;
@ -483,7 +483,7 @@ Class PulseBolt : Actor
Default
{
RenderStyle "Add";
Obituary "%o ate %k's burning plasma death.";
Obituary "$O_PULSEGUN";
Radius 0.1;
Height 0;
+NOGRAVITY;
@ -535,13 +535,15 @@ Class PulseGun : UTWeapon
int clipcount;
double sangle;
Actor beam;
transient ui Font usmf;
Property ClipCount : clipcount;
override void PostRender( double lbottom )
{
if ( !flak_pulsereload ) return;
Screen.DrawText(confont,Font.CR_GREEN,Screen.GetWidth()*0.01,lbottom-Screen.GetHeight()*0.01-confont.GetHeight(),String.Format("Clip: %2d / 50",clipcount));
if ( !usmf ) usmf = Font.GetFont('USMALLFONT');
Screen.DrawText(usmf,Font.FindFontColor('UGreen'),Screen.GetWidth()*0.01,lbottom-Screen.GetHeight()*0.01-usmf.GetHeight(),String.Format("%s: %2d / 50",StringTable.Localize("$M_CLIP"),clipcount));
}
action void A_Reloading()
@ -691,8 +693,8 @@ Class PulseGun : UTWeapon
}
Default
{
Tag "Pulse Gun";
Inventory.PickupMessage "You got a Pulse Gun";
Tag "$T_PULSEGUN";
Inventory.PickupMessage "$I_PULSEGUN";
Weapon.UpSound "pulse/select";
Weapon.SlotNumber 5;
Weapon.SelectionOrder 5;